A development that has already been globally certified for the past calendar year is also true in Germany: the overall sales of video games are rising steadily, but above all affect smartphone apps. But while the gaming console division is growing as well, sales of PC titles have dropped significantly.
Global trend is also evident in Germany
SuperData Research As early as January, it was noted that last year around four-fifths of video game sales were attributable to free-to-play titles. This development is largely due to the Asian market, while Europe and the US accounted for 80 per cent of paid game revenue. But even in Germany, an erosion of this constant is increasingly evident: The number of players of the platform PC – whose offer consists mainly of paid products – went back by a considerable 23 per cent game, the association of the German games industry, referring to surveys of the market research institute GfK announces.
Accordingly, 18.6 million Germans played via smartphone in 2018 – an increase of around 400,000 compared to the previous year. The number of console players even increased by 700,000, while the number of those who used a PC for playing declined by 3.9 million. Thus, the growth of the former two segments continues, while the amount of PC players for the first time clearly shrinks: By 2017, the PC segment in Germany was always the largest player.
This distribution of player numbers is also reflected in the distribution of sales totaling around 3.4 billion euros: 1.5 billion euros, the segment of mobile games continued, in the console market, there were just under 1.3 billion euros. In third place is the PC division with a turnover of around 659 million euros. For comparison: Superdata For the same period of time, the company calculated a global turnover of approximately EUR 107 billion, but also includes multimedia-interactive content in the projections. If, in addition to the 3.4 billion euros in software sales in this country, the sales of relevant hardware is calculated, the total rises to about 4.4 billion euros – in relation to 2017, this corresponds to a growth of 9 percent.
Subscription models and in-game purchases are thriving
The biggest driver of growth, with a jump from around € 180 million to € 353 million, is fees for online services such as video games subscriptions. Again, the German numbers follow the international trend to “gaming as a service”. Unsurprisingly, second only to the subscription models, the growing spread of micro-transactions is driving strong revenue growth: last year, 1.9 billion euros was generated through in-game purchases; in the previous year it was almost 1.5 billion euros.